Courtesy of yesterday's GoldenEye: Rogue Agent presentation by senior producer Chris Plummer, we brought you a ton of information on the pseudo-sequel to Rare's N64 smash hit (anyone who missed it, click here).
Today we conclude our exposť on one of this year's biggest titles with a hard-hitting interview with Plummer (who sadly refused to give us a rendition of Edelweiss), where we get answers to the burning questions.
Interview by Johnny Minkley
EA's Bond games, rightly or wrongly, have always lived in the shadow of GoldenEye since the original came out - it's an untouchable classic. So after all this time of trying to compete against it, did EA simply think: "Sod it, we've got the licence, let's do a GoldenEye game and just milk it"?
Plummer: No, it's been a transition period for Bond, right? He's gone through trying to be a spy game/first-person shooter to be ultimately probably where he should be, which is in a third-person stealth game.
And so this is more about us kind of realising that to do a game that lives up to the original GoldenEye, is a different style of game - it's not a gadget, creep around, fumble-through-a-bunch-of-inventory-items-to-get-through-a-door type of game, it's about running in guns blazing and mowing down a bunch of people and having a blast doing it. It's the style of game that I think is the fundamental change.
Bond has kind of gone to one style, and we've assembled a team to create a completely different style of game; and it's obviously a huge undertaking that we don't take lightly. But I think that's the biggest difference - you see Bond going kind of stealth, and we're definitely going aggressive.
By keeping the name, do you think you have to go that extra mile because it is GoldenEye?
Plummer: Oh yeah, I mean everything that we normally think of, we're basically going overboard. It's like bringing Ken Adams [Oscar winning designer of original Bond sets] in to do the production side, bringing in the people we've brought onto the team - like the guy who designed the AI for Halo, stuff like that.
That's why it's important to us that we have that kind of talent, because there's no other way you can do a game with the word GoldenEye on it. It's something we feel every day.
The Bond character who you fight alongside right at the beginning of the game before going Rogue - is that a generic Bond or a specific Bond?
Plummer: We're not prepared to answer that one yet.
Can we expect any differences between versions?
Plummer: Well, certainly the visuals will be different because we'll be able to take advantage of that hardware. We're not really discussing any other platform-specific stuff at this point. But Xbox, PS2 and GameCube are the platforms we'll be releasing on.
It's definitely never coming to PC then?
Plummer: I wouldn't say it's definitely never going there, but we don't want to do a port. For the PC it needs to be a PC design, and we're working on that behind the scenes but it's not something that we've announced or are prepared to discuss.
So there is a PC version in development, then?
Plummer: Erm, no, nothing official.
So what are you working on behind the scenes?
Plummer: [Laughs] Just pretend I never talked about that...
Doesn't that seem a bit of a shame if you've got some of the best people in the world working on it not to do a PC version?